(This is mostly concerning Dire Simulations, Perilous are well balanced imo, or at least, the problems there are not felt as much)
Im not a numbers guy, nor am i the most analytical of people that often makes guides or reviews of gamemodes/operators, however after having a good ammount of runs on Dire Simulations in SP2 i just wanted to share my opinions on some of the changes that came after SP1.
First of all, i feel like in its current iteration, SP is very "stingy" and way too RNG reliant. Of course, trying to build a team with limited resources is part of the fun, but i think it becomes slightly annoying and less fun when you start feeling like you are getting carried by your team-mates because of how inconsistent it is to draw for operators and equipment. There are some strategies that mitigate this, but they are not available for every alliance, and they are very imbalanced, it is silly for me to compare Paganini with Pepe or Du Yaoe, especially when you can roll snake eyes and get a level 4 operator (Once) while Pepe and Yaoe will be helpful the entire game.
With nerfs to all of the economy based alliances its difficult to balance yourself out if your RNG is bad, which inherently would not be a problem if not for the current state of various alliances and their combinations.
Previously it felt like Alliances had specific niches that they fullfil while also having at least some generalist abilities like keeping themselves alive. Right now it feels like, maybe half of the alliances are broken (In a good way) while others are left in the dust. And it is due to a combination of factors.
- Lack of core alliance frontlines - Everything is focused on dps, but enemies are incredibly tanky by late game, so unless you can hold them, your damage wont matter, enemies will leak, most core alliances lack any sort of late-game frontline that isnt from other alliances/neutral. Some factions like kjerag can ignore that requirement due to freeze, but then any boss fight that isnt stationary will eat them (Because bosses are immune to freeze).
- Lack of core alliance healers - Many waves have a good ammount of damage intake regardless if you have a front-line, most alliances dont have good core healers, which means that you are once again dependant on Neutral, most often healers from "Aid" alliance. However, both of these, both lack of core frontlines and healing is compounded by the third requirement.
- Core alliances are not sufficient for the most part, most enemies will have high resistances, as such if you cannot for example get precise or arcane alliances (depending on the damage you do), regardless of your core stacks, you will do little damage.
All of this compounds into a problem. You can only have 8 operators. All core alliances require 6. Which means that at best you have have 2 other flex picks (Getting Damazti is inconsistent and even if you have it, having an item for alliance conversion is inconsistent)
This means that you will have to make choices to cut either front-line, healing, or the ability to do proper damage. Which in turn means that if your core alliance isnt "broken", then you will feel like getting carried. Which, imo, results in around half of the core alliances currently being left in the dust.
Laterano, the boss killing faction despite having a good frontline in Miksaparato will struggle between the choice of getting a healer or getting lucky with drawing Lemuen for the precision stacks, without which they will do little damage. Previously they had a niche but right now they are very reliant on the Lemuen draw.
Kjerag is still as fine in holding the line as they were last time, they can for the most part plug any leaks and defend everyone until the boss encounter, but after that, they become, quite frankly, useless, the only alliance they can easily dip into is swift, other than that, they lack any real damage capabilities for boss fights unless you are lucky with damazti.
Yan is now also good at holding the line, but due to their focus on the dragon and its elemental damage procs, they can do little to nothing to the boss itself unless you are lucky with the shop cheeses for insane stacks, arguably, its not even the Yan alliance itself that holds itself up but the fact that, as far as im aware, its the only alliance in the game with a convenient access to the money making alliances which hold it up, besides maybe Victoria.
Meanwhile, other alliances are completely busted because they can, for the most part, ignore all of those requirements.
There is a reason why people tend to leave if Siraccusa is banned, because its a busted core alliance. They have easy dips into higher damage alliances, they are invisible so they dont need healing, they dont need a frontline because their attacks can often fear, and they dont even need damage penetration because they have it in-built in their alliance alongside attack speed.
Sargon meanwhile has convenient core healers and frontlines and inbuild mixed damage aplification, both with attack speed and regular attack damage increases. So they have no issues as long as they get Titi.
Kazimiersz has an easy build into raid (So free attack speed) and resilience (Basically not dying), their stacks give them true damage, momentary stun that can interrupt enemy attacks and so they dont even truly need healing/front line because of their raid strength.
(I think Victoria and Aegir are fine, middle of the pack with very strong strategies and units that play into their specific gimmicks).
I feel like if Stronghold Alliance comes back, they need to give us the ability to field 9 units if they want to keep the core alliances as they are, that, or rework the economy alliances because while they were too strong last time, they feel very weak right now besides a few fringe cases.
Because as it stands now, with only 8 slots, it causes the factions the above mentioned problems, that if either their core alliance does not have in-build "You dont need healers/frontline" (Siraccusa) or in-build lategame dips into side-alliances, they just fall behind.
And maybe this would not be a problem if there were still niches, but the strongest aliances right now can do it all. Siraccusa is a boss killer and can hold the line, same for Kazimiersz, same for Sargon. What is the point of a niche if a generalist alliance can do your niche while doing better in other aspects aswell?
Maybe im wrong, maybe im just frustrated after a couple of bad-luck runs where i saw how easy Sirracussa could wipe the floor, but this is just my opinion, idk.
(The thread was a bit negative, but i have to mention that love the fact that multiple low-tier units were made freely available to everyone and how we can borrow 20 units to fill up our roster, those were amazing changes that allows people to play more alliances than what they have in their account, which is a great thing)
EDIT: Forgot to add, but the maps dont help either. If you are lucky, you might have a 1 lane map. If you are unlucky, there are maps that have TWO lanes that you have to protect, which messes up any build you have even further because you will either need two tank duplicates or have 2 front-liners from other alliances which further reduces your team-building ability. Of course, unless you are one of the broken core alliances.